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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.123 by root, Sun Apr 4 04:10:47 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
83 82
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 209int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 251 && at_tmp->weight < at->weight)))
258 at = at_tmp; 252 at = at_tmp;
259 } 253 }
260 } 254 }
261 } 255 }
256
262 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
263 * know 258 * know
264 */ 259 */
265 if (!at) 260 if (!at)
266 { 261 {
267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
268 return 0; 263 return 0;
269 } 264 }
270 265
271 food_value /= at->stats.food; 266 food_value /= at->stats.food;
272 new_op = arch_to_object (at); 267 new_op = at->instance ();
273 new_op->nrof = food_value; 268 new_op->nrof = food_value;
274 269
275 new_op->value = 0; 270 new_op->value = 0;
276 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
277 new_op->nrof = 1; 272 new_op->nrof = 1;
285{ 280{
286 int r, mflags, maxrange; 281 int r, mflags, maxrange;
287 object *tmp; 282 object *tmp;
288 maptile *m; 283 maptile *m;
289 284
290
291 if (!dir) 285 if (!dir)
292 { 286 {
293 examine_monster (op, op); 287 examine_monster (op, op);
294 return 1; 288 return 1;
295 } 289 }
290
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
298 { 293 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 295
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 303 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 305 return 0;
311 } 306 }
307
312 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
313 { 309 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 312 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 314 if (tmp->head != NULL)
319 tmp = tmp->head; 315 tmp = tmp->head;
320 examine_monster (op, tmp); 316 examine_monster (op, tmp);
321 return 1; 317 return 1;
322 } 318 }
323 } 319 }
324 } 320 }
321
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 323 return 1;
327} 324}
328
329 325
330/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 327 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 331 * pl is invisible.
336 */ 332 */
337int 333int
338makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
339{ 335{
340
341 if (!pl->invisible) 336 if (!pl->invisible)
342 return 0; 337 return 0;
338
343 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
344 { 340 {
345 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
347 { 343 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 345 return 0;
346
350 return 1; 347 return 1;
351 } 348 }
349
352 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 352 return 1;
353
355 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
356 if (!mon->race) 355 if (!mon->race)
357 return 0; 356 return 0;
357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 359 return 1;
360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
363 else 364 else
364 { 365 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
466 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
467 { 465 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 470 }
477 471
478 op->destroy (); 472 op->destroy ();
479} 473}
480 474
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 491 return 1;
498 } 492 }
499 493
500 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 495
496 if (!dummy)
502 { 497 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 500 return 0;
506 } 501 }
570 565
571int 566int
572perceive_self (object *op) 567perceive_self (object *op)
573{ 568{
574 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
576 571
577 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 573
579 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
580 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 579
583 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
585 else 582 else
586 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
587 584
588 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
589 586
590 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
592 else 589 else
593 { 590 {
594 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
595 592
596 if (tmp) 593 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 602 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 604 {
608 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
610 else 607 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 609
613 break; 610 break;
614 } 611 }
615 } 612 }
616 613
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 615
619 return 1; 616 return 1;
620} 617}
621 618
622/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
654 return 0; 651 return 0;
655 } 652 }
656 653
657 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
658 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
659 else if (spell_ob->race) 656 else if (spell_ob->race)
660 { 657 {
661 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
662 659
663 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
669 return 0; 666 return 0;
670 } 667 }
671 668
672 tmp = arch_to_object (at); 669 tmp = at->instance ();
673 } 670 }
674 else 671 else
675 { 672 {
676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
677 return 0; 674 return 0;
710 */ 707 */
711 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 709 tmp->set_owner (op);
713 710
714 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
716 713
717 name = tmp->name; 714 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 716 {
720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
721 return 0; 718 return 0;
722 } 719 }
723 720
724 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
725 if (tmp->other_arch && tmp->other_arch->type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
727 724
728 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
729 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
730 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
731 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
751 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
752 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
753 750
754 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
756 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
757 754
758 } 755 }
759 else 756 else
760 posblocked = 1; 757 posblocked = 1;
761 758
768 { 765 {
769 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
770 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
771 768
772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
773 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
774 } 771 }
775 else 772 else
776 negblocked = 1; 773 negblocked = 1;
777 } 774 }
778 775
781 778
782 return 1; 779 return 1;
783} 780}
784 781
785int 782int
786dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 784{
788 uint32 dist, maxdist; 785 uint32 dist, maxdist;
789 int mflags; 786 int mflags;
790 maptile *m; 787 maptile *m;
791 sint16 sx, sy; 788 sint16 sx, sy;
793 if (op->type != PLAYER) 790 if (op->type != PLAYER)
794 return 0; 791 return 0;
795 792
796 if (!dir) 793 if (!dir)
797 { 794 {
798 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 795 op->failmsg ("In what direction?");
799 return 0; 796 return 0;
800 } 797 }
801 798
802 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
803 * ever, so put limits in. 800 * ever, so put limits in.
804 */ 801 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 803
807 if (op->contr->count) 804 if (spellparam)
808 { 805 {
806 int count = atoi (spellparam);
807
809 if (op->contr->count > maxdist) 808 if (count > maxdist)
810 { 809 {
811 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
812 return 0; 811 return 0;
813 } 812 }
814 813
815 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
816 { 815 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818 817
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 819 break;
821 820
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break; 822 break;
824 } 823 }
825 824
826 if (dist < op->contr->count) 825 if (dist < count)
827 { 826 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 op->contr->count = 0;
830 return 0; 828 return 0;
831 } 829 }
832
833 op->contr->count = 0;
834 830
835 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
836 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
837 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
838 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
889 885
890 /* Actually move the player now */ 886 /* Actually move the player now */
891 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
892 return 1; 888 return 1;
893 889
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
895 return 1; 892 return 1;
896} 893}
897
898 894
899/* cast_heal: Heals something. 895/* cast_heal: Heals something.
900 * op is the caster. 896 * op is the caster.
901 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
902 * spell is the spell object. 898 * spell is the spell object.
929 { 925 {
930 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 928 * on amount of damage healed.
933 */ 929 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
936 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
937 934
938 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 937 else if (heal > 50)
949 success = 1; 946 success = 1;
950 } 947 }
951 } 948 }
952 949
953 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
955 success = 1; 952 success = 1;
956 953
957 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
958 { 955 {
959 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
960 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
961 if (poison) 958 if (poison)
962 { 959 {
963 success = 1; 960 success = 1;
964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 } 963 }
967 } 964 }
968 965
969 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
970 { 967 {
971 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
972 if (poison) 969 if (poison)
973 { 970 {
974 success = 1; 971 success = 1;
975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
976 poison->duration = 1; 973 poison->duration = 1;
977 } 974 }
978 } 975 }
979 976
980 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
981 { 978 {
982 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
983 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
984 if (poison) 981 if (poison)
985 { 982 {
986 success = 1; 983 success = 1;
987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1005 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1006 success = 1; 1003 success = 1;
1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1008 } 1005 }
1009 1006
1010 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1011 { 1008 {
1012 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1013 if (tmp->stats.food > 999) 1010 min_it (tmp->stats.food, MAX_FOOD);
1014 tmp->stats.food = 999; 1011
1015 success = 1; 1012 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 1015 }
1019 1016
1033 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1031 "You are no easier to look at.",
1035}; 1032};
1036 1033
1037int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1039{ 1042{
1040 object *force = NULL; 1043 object *force = 0;
1041 int i; 1044 int i;
1042 1045
1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1044 object *tmp = dir 1047 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1049 : op;
1047 1050
1048 if (!tmp) 1051 if (!tmp)
1049 return 0; 1052 return 0;
1050 1053
1051 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1059 break; 1062 break;
1060 } 1063 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1065 {
1063 if (!silent) 1066 if (!silent)
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1065 return 0; 1071 return 0;
1066 } 1072 }
1067 } 1073 }
1068 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1069 if (force == NULL) 1078 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073 if (spell_ob->race)
1074 force->name = spell_ob->race;
1075 else
1076 force->name = spell_ob->name;
1077 force->name_pl = spell_ob->name;
1078 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1079
1080 } 1079 {
1081 else
1082 {
1083 int duration;
1084
1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1086 if (duration > force->duration) 1080 if (duration > force->duration)
1087 { 1081 {
1088 force->duration = duration; 1082 force->duration = duration;
1089 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1090 } 1084 }
1091 else 1085 else
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1094 }
1095 1087
1096 return 1; 1088 return 1;
1097 } 1089 }
1098 1090
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1100 force->speed = 1.0; 1106 force->speed = 1.0;
1101 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1103 1109
1104 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1171 */ 1177 */
1172int 1178int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1180{
1175 int i; 1181 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1183
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0) 1185 if (dir != 0)
1180 { 1186 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1182 } 1191 }
1183 else 1192 else
1184 {
1185 tmp = op; 1193 tmp = op;
1186 }
1187 1194
1188 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1197 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1199 {
1193 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1194 { 1201 {
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1201 return 0; 1208 return 0;
1202 } 1209 }
1203 } 1210 }
1204 } 1211 }
1212
1205 if (force == NULL) 1213 if (force == NULL)
1206 { 1214 {
1207 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1217 if (spell_ob->race)
1240 } 1248 }
1241 else 1249 else
1242 { 1250 {
1243 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1244 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1247 {
1248 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1249 } 1255
1250 }
1251 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1252 1257
1253 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1254 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1255 1260
1274} 1279}
1275 1280
1276/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1277 * 1282 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1285 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1286 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1289 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1290 *
1292 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1293 * alchemised.
1295 */ 1294 */
1296static void 1295static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1297{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1299
1301 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1305 * the stuff back to town.
1318 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1319 1318
1320 obj->destroy (); 1319 obj->destroy ();
1321} 1320}
1322 1321
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1322int
1354alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1355{ 1324{
1356 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1357 return 0; 1326 return 0;
1358 1327
1359 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1361 1333
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1336 * in sight
1365 */ 1337 */
1417 if (weight > weight_max) 1389 if (weight > weight_max)
1418 break; 1390 break;
1419 } 1391 }
1420 } 1392 }
1421 1393
1394 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1395 value = min (value, value_max);
1423 1396
1424 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1425 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1399 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1436 1407
1437 if (weight > weight_max) 1408 if (weight > weight_max)
1438 goto bailout; 1409 goto bailout;
1439 } 1410 }
1440 } 1411 }
1441 1412
1442bailout: 1413bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1414 return 1;
1446} 1415}
1447
1448 1416
1449/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1450 * items. 1418 * items.
1451 */ 1419 */
1452int 1420int
1453remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1454{ 1422{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1457 1424
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1462 { 1429 {
1463 was_one++; 1430 was_one++;
1431
1464 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1465 { 1433 {
1466 success++; 1434 success++;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (QUERY_FLAG (spell, FLAG_DAMNED))
1468 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1437
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_CURSED);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1444 }
1476 } 1445 }
1477 1446
1478 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1479 { 1448 {
1490 1459
1491 return success; 1460 return success;
1492} 1461}
1493 1462
1494/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1495
1496int 1464int
1497cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1498{ 1466{
1499 object *tmp; 1467 object *tmp;
1500 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 1469
1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1503
1504 if (num_ident < 1)
1505 num_ident = 1;
1506 1471
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1473 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1475 {
1511 identify (tmp); 1476 identify (tmp);
1512 1477
1513 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1514 { 1479 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1481
1517 if (tmp->msg) 1482 if (tmp->msg)
1518 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 } 1484 }
1523 1485
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1486 if (!--num_ident)
1527 break; 1487 break;
1528 } 1488 }
1529 } 1489 }
1530 1490
1531 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1539 { 1499 {
1540 identify (tmp); 1500 identify (tmp);
1541 1501
1542 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1543 { 1503 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1505
1546 if (tmp->msg) 1506 if (tmp->msg)
1547 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1550 }
1551
1552 esrv_send_item (op, tmp);
1553 } 1508 }
1554 1509
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1510 if (!--num_ident)
1558 break; 1511 break;
1559 } 1512 }
1560 } 1513 }
1561 1514
1562 if (!success) 1515 if (buf.empty ())
1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1564 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1565 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1566 1526 return 1;
1567 return success; 1527 }
1568} 1528}
1569 1529
1570int 1530int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1532{
1577 1537
1578 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1539 * doing it over and over again.
1580 */ 1540 */
1581 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1544
1585 if (!skill) 1545 if (!skill)
1586 skill = caster; 1546 skill = caster;
1587 1547
1588 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1589 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1590 { 1550 {
1591 m = op->map;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1554 * down - that is easier than working up.
1600 */ 1555 */
1601 1556
1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1603 last = tmp; 1558 last = tmp;
1604 1559
1605 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1606 * would happen. 1561 * would happen.
1607 */ 1562 */
1608 if (!last) 1563 if (!last)
1609 continue; 1564 continue;
1610 1565
1611 done_one = 0; 1566 done_one = 0;
1612 floor = 0; 1567 floor = 0;
1613 detect = NULL; 1568 detect = NULL;
1614 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1570 {
1616 /* show invisible */ 1571 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS)
1618 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1621 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1627 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1628 { 1593 {
1629 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1630 { 1595 {
1631 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622 {
1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1632 done_one = 1; 1673 done_one = 1;
1633 } 1674 }
1634 } 1675 }
1635
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1;
1638
1639 /* All detections below this point don't descend beneath the floor,
1640 * so just continue on. We could be clever and look at the type of
1641 * detection to completely break out if we don't care about objects beneath
1642 * the floor, but once we get to the floor, not likely a very big issue anyways.
1643 */
1644 if (floor)
1645 continue;
1646
1647 /* I had thought about making detect magic and detect curse
1648 * show the flash the magic item like it does for detect monster.
1649 * however, if the object is within sight, this would then make it
1650 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant.
1652 */
1653
1654 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4;
1662 done_one = 1;
1663 }
1664 /* detect monster */
1665 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1666 {
1667 done_one = 2;
1668 if (!detect)
1669 detect = tmp;
1670 }
1671 /* Basically, if race is set in the spell, then the creatures race must
1672 * match that. if the spell race is set to GOD, then the gods opposing
1673 * race must match.
1674 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1677 (strstr (spell->race, tmp->race))))
1678 {
1679 done_one = 2;
1680 if (!detect)
1681 detect = tmp;
1682 }
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1;
1688 }
1689 } /* for stack of objects on this space */ 1676 } /* for stack of objects on this space */
1690 1677
1691 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1692 * where the magic is. 1679 * where the magic is.
1693 */ 1680 */
1694 if (done_one) 1681 if (done_one)
1695 { 1682 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
1697 1684
1698 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
1700 { 1687 {
1701 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1708 } 1695 }
1709 1696
1710 m->insert (detect_ob, nx, ny, op); 1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1711 } 1698 }
1712 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
1713 1700
1714 1701
1715 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* Now process objects in the players inventory if detect curse or magic */
1716 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1717 { 1704 {
1718 done_one = 0; 1705 done_one = 0;
1706
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1708 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1722 { 1710 {
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1724 { 1712 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1717 }
1718
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1731 { 1721 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1726 }
1736 } /* if item is not identified */ 1727 } /* if item is not identified */
1737 } /* for the players inventory */ 1728 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
1739 return 1; 1731 return 1;
1740} 1732}
1741 1733
1742 1734
1743/** 1735/**
1756 1748
1757 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1758 1750
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1752 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1764
1765 /* Explodes a fireball centered at player */
1766 tmp = get_archetype (EXPLODING_FIREBALL);
1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1769
1770 tmp->insert_at (victim);
1771 victim->stats.sp = 2 * victim->stats.maxsp; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
1772 } 1756 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1774 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1758 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1762 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1825 } 1809 }
1826 /* give sp */ 1810 /* give sp */
1827 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
1828 { 1812 {
1829 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1815 return 1;
1832 } 1816 }
1833 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1818 else if (op != plyr)
1835 { 1819 {
1847 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
1850 if (sucked > 0) 1834 if (sucked > 0)
1851 { 1835 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1837 }
1854 } 1838 }
1855 return 1; 1839 return 1;
1856 } 1840 }
1857 return 0; 1841 return 0;
1933 break; 1917 break;
1934 } 1918 }
1935 } 1919 }
1936} 1920}
1937 1921
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
1941int 1923int
1942cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
1943{ 1925{
1944 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1957 break; 1939 break;
1958 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
1959 { 1941 {
1960 1942
1961 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
1962 { 1944 {
1963 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1964 return 0; 1946 return 0;
1965 } 1947 }
1966 else 1948 else
1967 { 1949 {
1968 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1952 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
1973 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1; 1960 return 1;
1977 } 1961 }
1978 } 1962 }
1979 } 1963 }
1997 object *weapon, *tmp; 1981 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1982 char buf[MAX_BUF];
1999 int a, i; 1983 int a, i;
2000 sint16 x, y; 1984 sint16 x, y;
2001 maptile *m; 1985 maptile *m;
2002 materialtype_t *mt;
2003 1986
2004 if (!spell->other_arch) 1987 if (!spell->other_arch)
2005 { 1988 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1989 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1990 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2018 return 0; 2001 return 0;
2019 } 2002 }
2020 2003
2021 /* if no direction specified, pick one */ 2004 /* if no direction specified, pick one */
2022 if (!dir) 2005 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2006 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 2007
2025 m = op->map; 2008 m = op->map;
2026 x = op->x + freearr_x[dir]; 2009 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 2010 y = op->y + freearr_y[dir];
2028 2011
2029 /* if there's no place to put the golem, abort */ 2012 /* if there's no place to put the golem, abort */
2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2013 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2014 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2015 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2034 return 0; 2017 return 0;
2035 } 2018 }
2036 2019
2040 if (!weapon) 2023 if (!weapon)
2041 { 2024 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2043 return 0; 2026 return 0;
2044 } 2027 }
2028
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2029 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2030 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2048 return 0; 2032 return 0;
2049 } 2033 }
2034
2050 if (weapon->type != WEAPON) 2035 if (weapon->type != WEAPON)
2051 { 2036 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2037 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2053 return 0; 2038 return 0;
2054 } 2039 }
2040
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 { 2042 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2043 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0; 2044 return 0;
2059 } 2045 }
2060 2046
2061 if (weapon->nrof > 1) 2047 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2048
2068 /* create the golem object */ 2049 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2050 tmp = spell->other_arch->instance ();
2070 2051
2071 /* if animated by a player, give the player control of the golem */ 2052 /* if animated by a player, give the player control of the golem */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2053 CLEAR_FLAG (tmp, FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2054 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2055 add_friendly_object (tmp);
2076 tmp->set_owner (op); 2057 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2058 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2059 set_spell_skill (op, caster, spell, tmp);
2079 2060
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2061 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2062 * removed flag - it should only be set if weapon->split was
2082 * used above. 2063 * used above.
2083 */ 2064 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2065 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove (); 2066 weapon->remove ();
2086 2067
2087 insert_ob_in_ob (weapon, tmp); 2068 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2069
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2070 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2071 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2072 * body_info, skills, etc)
2092 */ 2073 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2074 SET_FLAG (tmp, FLAG_USE_WEAPON);
2119 2100
2120 /* attacktype */ 2101 /* attacktype */
2121 if (!tmp->attacktype) 2102 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2103 tmp->attacktype = AT_PHYSICAL;
2123 2104
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname);
2127 if (mt != NULL)
2128 {
2129 for (i = 0; i < NROFATTACKS; i++) 2105 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2106 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2131 a = mt->save[0]; 2107
2132 } 2108 a = op->material->save[0];
2133 else 2109
2134 {
2135 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5;
2137 a = 10;
2138 }
2139 /* Set weapon's immunity */ 2110 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2111 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2112 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2113 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2114 tmp->resist[ATNR_PARALYZE] = 100;
2149 2120
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2121 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2122
2152 if (a > 14) 2123 if (a > 14)
2153 a = 14; 2124 a = 14;
2125
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2126 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2155 2127
2156 /* Determine golem's speed */ 2128 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2129 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2158 2130
2168 tmp->state = weapon->state; 2140 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2141 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2142 }
2171 2143
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2144 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2145 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2146
2175 tmp->speed_left = -1; 2147 tmp->speed_left = -1;
2176 tmp->direction = dir; 2148 tmp->direction = dir;
2177 2149
2178 m->insert (tmp, x, y, op); 2150 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2154/* cast_daylight() - changes the map darkness level *lower* */
2183 2155
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2156/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2157 * This changes the light level for the entire map.
2186 */ 2158 */
2187
2188int 2159int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2161{
2191 int success; 2162 int success;
2192 2163
2200 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2202 else 2173 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2175 }
2176
2205 return success; 2177 return success;
2206} 2178}
2207
2208
2209
2210
2211 2179
2212/* create an aura spell object and put it in the player's inventory. 2180/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2181 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2182 * spell is the spell object itself.
2215 */ 2183 */
2221 2189
2222 new_aura = present_arch_in_ob (spell->other_arch, op); 2190 new_aura = present_arch_in_ob (spell->other_arch, op);
2223 if (new_aura) 2191 if (new_aura)
2224 refresh = 1; 2192 refresh = 1;
2225 else 2193 else
2226 new_aura = arch_to_object (spell->other_arch); 2194 new_aura = spell->other_arch->instance ();
2227 2195
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2196 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2197
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2198 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2199
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2200 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2201 new_aura->attacktype = spell->attacktype;
2235 2202
2236 new_aura->level = caster_level (caster, spell); 2203 new_aura->level = casting_level (caster, spell);
2204
2237 if (refresh) 2205 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2207 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209
2241 insert_ob_in_ob (new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2211 new_aura->set_owner (op);
2212
2242 return 1; 2213 return 1;
2243} 2214}
2244
2245 2215
2246/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2217 * which he carries with him, but which acts on the map immediately
2248 * around him. 2218 * around him.
2249 * Aura parameters: 2219 * Aura parameters:
2250 * duration: duration counter. 2220 * duration: duration counter.
2251 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2253 */ 2223 */
2254
2255void 2224void
2256move_aura (object *aura) 2225move_aura (object *aura)
2257{ 2226{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2227 /* auras belong in inventories */
2263 env = aura->env; 2228 object *env = aura->env;
2229 object *owner = aura->owner;
2264 2230
2265 /* no matter what we've gotta remove the aura... 2231 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2232 * we'll put it back if its time isn't up.
2267 */ 2233 */
2268 aura->remove (); 2234 aura->remove ();
2273 aura->destroy (); 2239 aura->destroy ();
2274 return; 2240 return;
2275 } 2241 }
2276 2242
2277 /* auras only exist in inventories */ 2243 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2244 if (!env || !env->map)
2279 { 2245 {
2280 aura->destroy (); 2246 aura->destroy ();
2281 return; 2247 return;
2282 } 2248 }
2283 2249
2284 /* we need to jump out of the inventory for a bit 2250 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2251 * in order to hit the map conveniently.
2286 */ 2252 */
2287 aura->insert_at (env, aura); 2253 aura->insert_at (env, aura);
2288 2254
2289 for (i = 1; i < 9; i++) 2255 for (int i = 1; i < 9; i++)
2290 { 2256 {
2291 sint16 nx, ny; 2257 mapxy pos (env);
2258 pos.move (i);
2292 2259
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2260 /* Consider the movement type of the person with the aura as
2298 * movement type of the aura. Eg, if the player is flying, the aura 2261 * movement type of the aura. Eg, if the player is flying, the aura
2299 * is flying also, if player is walking, it is on the ground, etc. 2262 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2263 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2264 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2265 {
2303 hit_map (aura, i, aura->attacktype, 0); 2266 hit_map (aura, i, aura->attacktype, 0);
2304 2267
2305 if (aura->other_arch) 2268 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2269 pos.insert (aura->other_arch->instance (), aura);
2307 } 2270 }
2308 } 2271 }
2309 2272
2310 /* put the aura back in the player's inventory */ 2273 /* put the aura back in the player's inventory */
2311 aura->remove (); 2274 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2275 aura->set_owner (owner);
2313} 2276}
2314 2277
2315/* moves the peacemaker spell. 2278/* moves the peacemaker spell.
2316 * op is the piece object. 2279 * op is the piece object.
2317 */ 2280 */
2318
2319void 2281void
2320move_peacemaker (object *op) 2282move_peacemaker (object *op)
2321{ 2283{
2322 object *tmp; 2284 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2285 {
2326 int atk_lev, def_lev; 2286 int atk_lev, def_lev;
2327 object *victim = tmp; 2287 object *victim = tmp->head_ ();
2328 2288
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2289 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2290 continue;
2291
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2293 continue;
2294
2335 if (victim->stats.exp == 0) 2295 if (victim->stats.exp == 0)
2336 continue; 2296 continue;
2337 2297
2338 def_lev = MAX (1, victim->level); 2298 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2299 atk_lev = max (1, op->level);
2340 2300
2341 if (rndm (0, atk_lev - 1) > def_lev) 2301 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2302 {
2343 /* make this sucker peaceful. */ 2303 /* make this sucker peaceful. */
2344 2304
2305 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2306 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2307 victim->stats.exp = 0;
2347#if 0 2308#if 0
2348 /* No idea why these were all set to zero - if something 2309 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2310 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2317 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2318 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2319 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2320 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2321 CLEAR_FLAG (victim, FLAG_MONSTER);
2322
2361 if (victim->name) 2323 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2324 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2325 }
2365 }
2366 } 2326 }
2367} 2327}
2368
2369 2328
2370/* This writes a rune that contains the appropriate message. 2329/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2330 * There really isn't any adjustments we make.
2372 */ 2331 */
2373
2374int 2332int
2375write_mark (object *op, object *spell, const char *msg) 2333write_mark (object *op, object *spell, const char *msg)
2376{ 2334{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2335 if (!msg || msg[0] == 0)
2381 { 2336 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2338 return 0;
2384 } 2339 }
2385 2340
2386 if (strcasestr_local (msg, "endmsg")) 2341 if (!msg_is_safe (msg))
2387 { 2342 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2343 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2344 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2345 return 0;
2391 } 2346 }
2347
2392 if (!spell->other_arch) 2348 if (!spell->other_arch)
2393 return 0; 2349 return 0;
2394 tmp = arch_to_object (spell->other_arch);
2395 2350
2396 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 object *tmp = spell->other_arch->instance ();
2397 2352
2398 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2354 tmp->msg = msg;
2400 2355
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2357
2402 return 1; 2358 return 1;
2403} 2359}
2360

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